Well, I got a discounted key for it, so I'll try it when I don't have anything else to play, @StarPoint & @jump ... While I liked the Arkham games, the selling point for GK is the other characters, so I might still like it enough
Just got to the SPOILER (as the tags never work for me) Dragon Fight END OF SPOILER in my God of War replay in prep for the new one. I forgot how "gamey" this boss fight actually is in practice with you being in that little arena with all the health pickups and you cycling through various mechanics, but the escalation here is so nuts and I just think this moment is so awesome.
Honestly in general, the more I play, the more I am softening to the game. I gave up on trying to be "good" at the game, the combat is not robust enough and the FOV/enemy design stinks. But as you unlock new abilities and new gear and then combine that with a lower difficulty, you can't get the same thrills out of a truly refined, pitch perfect, combat system like in Ghost, but you can just curb stomp everything like an OP God, as Kratos is presented in cutscenes. It also gets you through combat encounters very quickly, and as this is my least favourite part of the game, it is a positive all round to be done with it as soon as possible.
The way the game seems to be constantly expanding, and one upping itself, is really impressive to me. Outside of the Stranger battle the opening hours are a bit of a slog, and there is definitely some constant repetition with puzzle and encounter design throughout, but the scale and beauty of some of the places you visit after those opening hours just needs to be seen and the set pieces that take place within these places is simply breath-taking.
Oh and I also just think the whole Norse mythology but as Dragonball Z thing is just straight cool.
@RR529 Asobi is a very creative team. Too bad Astro is always tied to some promotion game, would love to see what a standalone game with a bigger scale would look like.
I think it's almost a given that they're working on a sequel for PSVR2, so that's something to look forward to at least.
Think I'm almost done with Miles Morales. Completed the Prowler boss fight this afternoon & have completed all the side objectives (don't think I'm going to bother getting the best ranking on the holo-training exercises though).
The Holo-Vulrure fight was a fun way to cap all the training exercises, too.
@Octane, yeah, they're almost definitely working on a Rescue Mission 2 for PSVR 2, but agree I'd love to see a "proper" full scale game available to the entire userbase.
Currently Playing:
Switch - Blade Strangers
PS4 - Kingdom Hearts III, Tetris Effect (VR)
@PS5_LOVER21 Such a solid game I know... Ghost sits comfortably in my top #3 'open world' experiences, alongside BOTW and Elden Ring.
Visually immaculate, narratively immersive and solid gameplay to boot. I genuinely think it does a competent job also with integration of it difficulty modes, especially since the introduction of 'lethal'.
Burning question - have you played the Iki Island DLC yet? IMO, the DLC really stepped things up... and is probably one of the best DLC-examples I've ever played.
If you love Ghost, and it sounds like you do (!), I would implore you to purchase/play the DLC as soon as possible... especially while you're still riding the wave with this game and hungry for more.
Iki Island is a separate isolated story, and introduces some campy-horror style vibes... its like Ghost crossed with Resident Evil Village (in all the best ways!)
I did it! I made it through my God of War replay!! I spent like maybe 8 hours today just grinding this out, pushing through to the end. Some of the climactic story beats, twists and set pieces really do hit, but I liked this less this time around than I did the first time around, and I thought it was stupidly overhyped in the first place. Basically just put it on the lowest difficulty and mainlined it, just so I had the story fresh in my mind ready for the next one.
@Kairu I'm still completing it, I can't get past Ronin stealth mission, my friend says cause I don't have bells cause I only just got the bow
Didn't you say you finished it in your original post? If you have only just got the bow, you've barely even started.
Ghost of Tsushima is incredible though, for sure. Overstays its welcome, but I didn't appreciate just how good the combat truly is until I went to play God of War and realised that Ghost has set a bar so high for me action games are ruined forever.
Not fully sold on it yet, @RR529 .... Seems to be coming to Steam, which is always helpful for me, though! They'll show more between now & release, too
Stranger of Paradise is such a frustrating, experience.
I think the combat is so damn fun. I'd been away from it for a while, so there was some teething to relearn, but they present a very simple control scheme to access a lot of depth, which is how the best combat systems should be designed. It is all very intuitive and there is a real tangible satisfaction as you get better with weapons and your combos expand. There is some cross over between weapons, but they do manage to make each weapon feel unique enough from each other and some weapons present really unique styles over others. I have gone for a hybrid mage and melee, using spells to attack from afar and then switch to my melee class when my mana runs out and I need to get in close and personally to rebuild my meters.
The game makes you feel very powerful and while it isn't the prettiest game on PS5 (although I am playing in performance mode), the animations are so cool from finishers, to special moves, to just general attack animations.
I also think while loot is overload is very much a real thing here, making builds, playing around with the class and advance class system and spec'ing out your AI partners (which thankfully they don't force you to micromanage, as I really hated that stuff in like Tales or Xenoblade games) is again very rewarding, really giving back what you put into it, which is what I love about loot games like this.
Where the frustration comes in, are the bosses and I guess general difficulty design? But mostly difficulty design in relation to bosses specifically.
The game has three difficulties (and then I guess a forth at end game? And I guess technically 5, as you can also access an assist mode on top of the easiest difficulty) and the divide between each difficulty setting is astronomical. At the middle difficulty, moment to moment gameplay might be a little on the easy side, but the combat is so much fun it all balances out, that easyness just allows you to have fun messing around with combos, not making you stress about being brutally punished because of experimentation, but not so easy it feels like the game is just playing itself.
However, the difficulty spikes for every boss are absolutely astronomical basically every time. They spam attacks like a bullet hell game, can quite easily kill you in two hits - and that is more like one hit, as you have this whole break gauge thing and if the enemy breaks yours you get stunned, so they tend to break your gauge on the first hit and then kill you on the second while you can't defend yourself.
I know some people love being curbstomped by a game over and over again making slow crawls of progress until they beat a boss hours later, but I do not. I do enjoy the satisfaction of overcoming a challenge as much as anyone else, but there is a line for me between satisfaction and frustration which is very quickly crossed. Plus, if anything, inching closer just amplifies my frustration rather than increases my thrill, because I get so damn close, then know I have to go back and work through all the phases again.
The game does, after so many defeats, suggests you turn the difficulty down - something you can basically at any time anyway (you have these little checkpoint things, which allow you to access various things like the difficulty options, and they tend to stick these right next to bosses). There also isn't really any noticeable punishment for doing so, as you might get worse loot or whatever, but you are being flooded with it so quickly, you never hold to any loot for very long anyway.
The problem comes from the fact that difficulty between the bottom and the middle difficulty on the bosses is so massive, all achievement of beating the boss is lost. I'd rather they rebalance it to make the moment-to-moment gameplay slightly harder and smooth down the sharp spike that comes with the difficulty of bosses, or just give me more granular options rather than giving me the choice of being two shotted by the boss or me two shotting the actual boss.
I have accumulated 50 PS3 games until November 2022 with 7 of them are requiring PS Move to play.
I build my PS3 games collection pretty fast for almost 3 years. Woohoo...!
And I will get the PS Move set + Navigation controller at the end of year 2022.
I have been waiting patiently for 3 years to not playing my PS3 games with PS Move required until I get the PS Move set.
Now it's the time to get them.
Finally put some proper time into Miles Morales. I remember people really loved the original Spider-Man game, I thought it was fine but overrated, but MM feels like a significant improvement in almost every way.
So far, no crappy stealth sections - thank Christ. It has a really charming human story (albeit with some obvious twists and turns) - captured with really excellent performances, too. The performance plus RT mode on PS5 is just nuts, I am pretty sure my PC can't pump out visuals this high while remaining this smooth. Web swinging and doing tricks is a joy, and the number of unique animations for movement, swinging and combat is borderline nutty. Combat just looks so ***** awesome when it starts flowing, even if some things have less impact than I would like. Oh, and the set pieces moments? Just bonkers. Especially as they are delivered at such an impressive clip.
Only things I am not loving right now are Miles being made of paper. Fights are really chaotic and I kinda wish they'd just let them flow, but a gun user can melt Miles faster than I can say 'Miles', so you have to constantly break your own flow to prioritise targets, and it just feels really punishing whenever you notice one too late and just get instantly disintegrated.
I also think while combat looks really excellent, the controls sorta feel more convoluted than was maybe necessary, and especially given Miles has basically zero survivability. You get flooded with so many moves, but absolutely no time in the heat of battle to remember any of them and trying to remember the right combinations is quite literally a death sentence at times, so I had to get rid of basically 90% of the moves they taught me, so I could commit to memory the few things that reliably work in this unnecessarily sweaty combat sandbox.
Oh, and I thought the original Spider-Man had some crazy overrated open world design, and in some ways Miles may be even worse, they absolutely flood you with open world busyworld crap practically from the opening moments of the game, and nothing makes me want to do these tedious actives less than just absolutely drowning me in them.
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